Enchanted Handwraps for Luciouss Numonis

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Krozog
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Enchanted Handwraps for Luciouss Numonis

Post by Krozog »

I mainly want smite and preferably two-fisted if possible. Luscious Numonis is still in the works, but mostly complete. I'd be spending my upcoming signature item on the handwraps for him. He is an unarmed fighter, so the wraps are technically not weapons if it matters.

Claws of Mizuchi (Rhino-Buffalo Leather Handwraps; Enchanted Signature Item)
During his travels, Lucious stumbled upon the Japanese enchanter Tsuchiya Rika. While trekking through the wilds with instructions from Raijin, he found her climbing up a tree to escape some Rhino-Buffalo. He bore her no ill will and was always up for a fight, so he dispatched the creatures beneath Rika.
Initially terrified, she threatened him, calling him "Raijū," and demanding that he leave her in peace. Stubborn, Lucious sat down and made camp for the day and night and refused to leave until she came down. Once the matter was settled, he discovered that Raijū could be taken to roughly mean lightning wolf - and it stuck with him.
As a reward for saving her, Rika agreed to make Raijū a powerful magical item if he would accompany her to safety. She cut strips of Rhino-Buffalo hide off the corpses and fashioned for him a pair of hand wraps to augment his fighting style. She imbued them with various enchantments during the journey. By the journey's end, Raijū had gained a new friend and a powerful item - the Claws of Mizuchi.
  • Image
  • Type of Item: Strips of Rhino-Buffalo leather
  • Enchantments (Two Major, Two Minor): Smite, Two-Fisted Edge, +1 Fighting, +1 Fighting
  • P.P.E.: 10
  • Trait: Fighting
  • Trappings: Self-only, activates with a Fighting action, Water pressure drills into target dealing additional damage/Mega: Standard
Last edited by Krozog on Mon May 28, 2018 10:53 pm, edited 6 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
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Freemage
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Freemage »

Note that you'll still want to pick up Ambidextrous for yourself to take full advantage of Two-Weapon Fighting.

Either Fighting or Parry could make sense on these, I think, depending on whether they're designed to help with blocks or punches. So that's player's call, pretty much.

Smite activated by Fighting, so long as the GM approves the Water Trapping you've set, should be fine.

I vote Approved.
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Krozog »

I think they’re designed more for fighting than defending, so I removed the parry question. Also left fighting only for the activation. GM is ok with the Water we’re working on the mechanic.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
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Venatus Vinco
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Venatus Vinco »

Approved
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Ndreare »

Approved, for Savage Rifts.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Pursuit »

Not that you need it at this point, but approved anyway. I like the concept.
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Krozog
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Krozog »

Had some discussion in group with gm - this is what the power looks like right now. How does it look? Leaving any mechanical effects subject to case by case basis. Only caveat is the self only trapping instead of touch on standard, and reducing standard cost by 1 ppe to compensate for it then increasing it by 1 for the activation with another action. How does this look?

To give some description to the idea behind the smite, this is how I envision it: equipping the handwraps basically encase the wearers hands in a coating of water. The smite can be activated by attacking, Burning through some PPE for the water coating to become “active.” Any time the wearer strikes an enemy, the water forcibly punctures through whatever is struck. (The idea behind this is how water under enough pressure can cut through steel - this is an actual industrial thing that sees real life use.)

I’m open to suggestions - but I think the standard use should stay self only.

Water Drill (Smite; 2 PPE) [Novice]
Range: Self
Duration: 3(1/round)
Trapping: Water - High Pressure; Activates on Fighting action
  • The Japanese enchanter Tsuchiya Rika traveled with Raijū for a time after he saved her from an unexpected encounter with rhino-buffalo. She rewarded him with a pair of sturdy rhino-buffalo handwraps to augment his fighting style. They create a coating of water around Raijū's hands, and upon connecting with an attack, the water is thrust into the target forcibly enough to puncture through most materials.
Effect: +2/+4 Damage
Weapon Enhancement (Greater Smite; 4 PPE)
Range: Touch
Duration 3(1/round)
Trapping: Special
  • If enough juice is used, Raijū can force the handwraps to operate in completely different ways or even impart their enchantment upon another weapon
Effect: +4/+8 Mega Damage and choose any Trapping.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Pender Lumkiss »

Looks good to me.
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Tribe of One »

Approved.
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Freemage »

Technically, there's no cost to activate a Power using another skill. (There's a huge build cost for it, but once it's in there, you just have to spend the usual PPE before making the roll.) OTOH, "Self only" in that case becomes a function of the fact that you're rolling Fighting to activate it. So I'd say it's a wash, regardless.

In any case, I still approve.
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Krozog
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Krozog »

True, Freemage, I didn’t consider that. Lol!

Hey, buddy, stay right there I’m going to Smite you! “Punch”!

Oops...I was supposed to punch your weapon. “Punch!” OW, my hand!!!

On a more serious note, would I be able to cast mega smite as not self only / as a fighting actions? Or would
It be bound by the same rules as the standard version?
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Snake Eyes »

I think your original build was more advantageous, uses the skill you want, and gives you the MD you were looking for on the base spell. No sense in getting into the weeds on what trait/skill to use to activate when they're for punching. We pretty much have a consensus, so I'll remain on the right side of history. Original submission approved, if you prefer it.
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Krozog »

After thinking on it with permission to use either, I'm going to go with the second edition I posted today, and not the original. I think this item is finished now?

Edit: I updated the original post to reflect the changes.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Re: Enchanted Handwraps for Luciouss Numonis

Post by Snake Eyes »

Yep. Item's finished. Wrapped up, if you will. Make sure this version is on your sheet. It'll be moved to the Approved Items list soon-ish.
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